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Question by helder227 · Nov 21, 2016 at 05:11 AM · c#timer countdownpickups

I try to add a timer pickup to my countdowmTimer the trigger its work and destroy the object but no time add

Well the code there is no errors the trigger destroy the object but not adding the time I realy appreciate any help to finish my script pls. This Is My Code

 using UnityEngine;
 using System.Collections;
 
 public class CountDownTimer : MonoBehaviour {
 
     float timeRemaining = 60.0f;
 
     public void addTime()
     {
 
         timeRemaining = 60.00f;
     }
 
     public void taketime()
     {
 
         timeRemaining -= 10.00f;
     }
     void Update () {
         timeRemaining -= Time.deltaTime;
     }
     
 
     void OnGUI(){
         if(timeRemaining > 0){
             GUI.Label(new Rect(325, 30, 200, 50), 
                       "Time Remaining : " +timeRemaining);
         }
         else{
             Application.LoadLevel ("Game Over");
         }
     }
     
 
     void OnTriggerEnter(Collider other)
     {
         // The switch statement checks what tag the other gameobject is, and reacts accordingly.
         switch(other.gameObject.tag)
         {
 
         case "TimePickup":
 
             Invoke("addTime", 3f);
             break;
         case "TimeOut":
             Invoke("addTime", 3f);
             break;
         }
         // Finally, this line destroys the gameObject the player collided with.
         Destroy (GameObject.FindWithTag("TimePickup"));
     }
     
 
 }
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avatar image romatallinn · Nov 21, 2016 at 05:33 AM 0
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The script is not quite well constructed, but I dont see any errors so far. Try to put Debug.Log to switch statement, to function addTime and look where is the problem. $$anonymous$$ake sure that your object really has a tag "TimePickup" and really has a trigger, but not a collider.

So, about the debugging. Try to use something like this and see which marks will be shown:

    float timeRemaining = 60.0f;
  
      public void addTime()
      {
          Debug.Log("$$anonymous$$ark 2");
          timeRemaining = 60.00f;
      }
  
      public void taketime()
      {
  
          timeRemaining -= 10.00f;
      }
      void Update () {
          timeRemaining -= Time.deltaTime;
      }
      
  
      void OnGUI(){
          if(timeRemaining > 0){
              GUI.Label(new Rect(325, 30, 200, 50), 
                        "Time Remaining : " +timeRemaining);
          }
          else{
              Application.LoadLevel ("Game Over");
          }
      }
      
  
      void OnTriggerEnter(Collider other)
      {
          // The switch statement checks what tag the other gameobject is, and reacts accordingly.
          switch(other.gameObject.tag)
          {
  
          case "TimePickup":
              Debug.Log("$$anonymous$$ark 1");
              Invoke("addTime", 3f);
              break;
          case "TimeOut":
              Invoke("addTime", 3f);
              break;
          }
          // Finally, this line destroys the gameObject the player collided with.
          Destroy (GameObject.FindWithTag("TimePickup"));
      }
avatar image helder227 · Nov 21, 2016 at 07:38 AM 0
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Well I Have Try Like You Say But Its Show Nothing

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Answer by brunocoimbra · Nov 21, 2016 at 04:01 PM

Possible problems:

  1. The collided object isn't tagged properly.

  2. Player doesn't have a collider attached.

  3. The collided object doesn't have a collider attached.

  4. Player doesn't have a rigidbody.

  5. Neither player's collider and the collided object's collider have the "isTrigger" box checked.

  6. That script isn't attached to the Player.

Hope that helps.

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